Model built entirely in Maya and textures produced in Photoshop.
The Haunt (Concept Render)
Model built entirely in Maya and textures produced in Photoshop
The Haunt (Concept Render)
Model built entirely in Maya and textures produced in Photoshop
The Haunt (Screenshot)
In-game screenshot of my level from The Haunt . Built in Maya and textured in Photshop.
The Haunt (Screenshot)
In-game screenshot of my level from The Haunt . Built in Maya and textured in Photshop.(No assets added at this stage)
Purple Heart (Botanical assets)
Asset built by Keith Donald . Asset built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping).
Rogue Warrrior Asset
Asset built by Keith Donald . Asset built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools
Rogue Warrior Asset
Asset built by Keith Donald . Asset built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Alien Vs Predator (Asset)
Asset built by Keith Donald . Asset built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Crate Asset for Aliens V Predators
. Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Alien Vs Predator
Asset built by Keith Donald . Asset built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Alien Vs Predator (Asset)
Asset built by Keith Donald . Asset built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Steampunk Gun
Personal project to demonstrate my use of UV mapping and secular and normal mapping
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Prism Guardshield
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Prism Guardshield
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools
Prism Guardshield
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Rogue Warrior Screenshot
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Rogue Warrior Screenshot
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Rogue Warrior Screenshot
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Rogue Warrior Screenshot
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Rogue Warrior Screenshot
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Rogue Warrior Screenshot
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Rogue Warrior Screenshot
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Rogue Warrior Screenshot
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Rogue Warrior Screenshot
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Rogue Warrior Screenshot
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Rogue Warrior Screenshot
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Rogue Warrior Screenshot
Level built by Keith Donald . Geometry and assets built in 3ds Max , Textures built in Photoshop (Diffuse,Specular,Normal mapping). Lighting and asset placement using in-house Asura tools.
Realms of the Haunting.Scan from Edge Magazine.
Built using in -house tools and dpaint.
Description
In game screenshots ,environments and assets I haver built for numerous computer games .Software used includes 3dstudio Max,Maya and Photoshop.